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Add definition for VPADGetGyroZeroDriftMode and VPADSetGyroZeroDriftMode
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@ -125,13 +125,22 @@ typedef enum VPADReadError
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typedef enum VPADLcdMode
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{
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//! Display is in standby and will turn back on if any buttons are pressed.
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VPAD_LCD_STANDBY = 0,
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VPAD_LCD_STANDBY = 0,
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//! Display is completely off and will remain so until explicitly changed.
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VPAD_LCD_OFF = 1,
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VPAD_LCD_OFF = 1,
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//! Display is on as normal.
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VPAD_LCD_ON = 0xFF,
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VPAD_LCD_ON = 0xFF,
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} VPADLcdMode;
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//! Gyro zero drift mode.
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typedef enum VPADGyroZeroDriftMode
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{
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VPAD_GYRO_ZERODRIFT_LOOSE = 0,
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VPAD_GYRO_ZERODRIFT_STANDARD,
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VPAD_GYRO_ZERODRIFT_TIGHT,
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VPAD_GYRO_ZERODRIFT_NONE
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} VPADGyroZeroDriftMode;
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//! 2D vector.
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struct VPADVec2D
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{
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@ -543,6 +552,10 @@ VPADSetRStickClampThreshold(VPADChan chan,
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int32_t max,
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int32_t min);
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void
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VPADGetGyroZeroDriftMode(VPADChan chan,
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VPADGyroZeroDriftMode *mode);
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void
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VPADGetLStickClampThreshold(VPADChan chan,
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int32_t *max,
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@ -616,6 +629,10 @@ VPADSetGyroMagnification(VPADChan chan,
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float yaw,
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float roll);
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void
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VPADSetGyroZeroDriftMode(VPADChan chan,
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VPADGyroZeroDriftMode mode);
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void
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VPADEnableGyroZeroPlay(VPADChan chan);
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@ -660,6 +677,16 @@ VPADInitGyroDirReviseParam(VPADChan chan);
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void
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VPADInitGyroAccReviseParam(VPADChan chan);
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/**
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* Initializes the zero drift mode on the desired Gamepad.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* The channel of the Gamepad to initialize.
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*/
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void
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VPADInitGyroZeroDriftMode(VPADChan chan);
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